

#Angry bots camera series
However, in the demo's inclusion of a series of ThirdPerson scripts that have to do with networking, you get the following change: Multi-Player, Single-Player. The MP camera is zoomed in whereas the Single-Player keeps the initial height distance between the player and the camera, which gives a much broader focus at a better angel. I've spent hours trying to fix the MP camera and no matter what setting I change on the object itself or the ThirdPerson scripts, it doesn't seem to affect the way the camera handles at all. Is this because of some sort of intervention from server-side code, or just my naivety?Įdit: I couldn't resolve the camera issue by altering the code, but by moving the actual object to compensate for the new positioning math, it looked fine. My first was skimming through your post and reading "(resolved)".

This made me think no urgent question was left. Our version of the Angry Bots Demo is compatible with the "LoadBalancing Application" in the Photon Server SDK. It's got nothing to do with the MMO Demo or anything similar. > the Single-Player keeps the initial height distance between the player and the camera, which gives a much broader focus at a better angel So you need to config and then run the "LoadBalancing (M圜loud)" application as described here: Angry Bots is using our room-based server logic which is built for lots of rooms with a small player-count each. The multiplayer camera is not controlled by the server at all. The server doesn't even realize there is a camera. Unlike Unity's servers, ours don't know the scene, the characters or any other details. They just pipe through the messages which let others know where each of the players is.

The cam is controlled on the client, obviously with some script. Obviously such a script sets a lower value for the distance.Out of numerous freely available demo games crafted using the Unity engine AngryBots stands out as the most exciting one to me. It has one complete level of gameplay with lots of different rooms and quite a few crazy robots that want to kill you or die trying. My task was to create completely new sounds for the game, including ambient noises, player’s and enemies’ movement sounds, shooting and explosion noises and so on. The task consisted of three parts:Ī) replace existing sounds with the new ones,ī) add new additional sounds, including music, to enhance the gameplay even further and,Ĭ) adjust the levels, pitch and other parameters of the sounds so they blend together nicely (similar to mixing a tune).įirst task is most time-consuming and requires you to be very organized in your file management. And there are few different ways of how you can go about this task.
